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Events
There is always something going on. There are four types of events.
Each month, the game checks modules, workplaces, jobs and crewmen for triggers related to the structural or social nature of the ship. If there are at least five of them that can trigger, one will be selected randomly for the player to experience.
Every now and then, there is a dull moment, when you think nothing will happen. Them BLAM! Well, it may not always be a bad thing. Maybe something good happens. An unexpected event may trigger if there is not enough ready ship function events.
Minor events are just that, minor. This could a crewman advancing in their state (growing up, dieing of old age, etc), or a crewman having learned something important on a job. Maybe they got a minor injury. Multiple minor events may happen in a month. The player may wish to have a quick glance at what is happening, but they need not obsess over it.
Where some events are one-off things, others are setting up a story. Chained events are never random, but must be started by a non-chain event, or some other mechanics in the game. When a chain is active, the next event in the chain always trigger when the conditions are met. Some chained events, like the tutorial, may even activate before the end-of-month cycle.